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Question regarding DAZ Install manager
Okay, that type of icon is there because you log in, or have logged in, to DAZ from Studio. Connect is saying that it is available to install, because it knows you own it and have not installed it. Yes, it is a royal pain to remove products from the Product list in the Content Library, but you don't actually have to remove it, although Richard Haseltine will likely point out some script that does exactly that, I imagine.
You can just use DIM to install the "old-fashioned way" without any special action on your part, and that b&w icon will turn into a coloured icon like all other DIM-installed content (try one and see). The Connect flash will probably stay, but you can ignore it. I do not know of any way to clear Connect-related data (don't use it myself). Maybe clearing the database (export your USER DATA first to save any customization you have done) and re-importing the metadata (OFFLINE) will do that, but I have a hard time recommending the nuclear option. Someone...?
To avoid dealing any further with Connect, change your preferences (F2) to uncheck Startup -> Automatically Login with Remembered Credentials. Those credentials are accessible from the menu -> Connect -> Login. Clear all fields and uncheck all boxes, and Studio cannot login to give Connect any access.
Elephant 2You can use almost any 3D model in DS as long as the import format is .OBJ and you are fine with it not being rigged since FBX and collada rigging don't import into DS correctly/ You will also in most cases have to apply the textures manually. I do this all the time when I import game models
Gen 9 Sharing What I've Created and Any Merchant Resources??sunnyjei said:
FenixPhoenix said:
sunnyjei said:
Hi all :)
If I only use a default genesis 9 figure as my sculpt base can I share the morph I have created from that freely? (For example if I create an adam's apple morph, belly button, different nose shapes, or just different head shapes).
Yes, so long as you import the morph with reverse deformation so you aren't distributing the actual Genesis 9 Base Figure.
Also if I were to take the included essentials skins can I edit them in PS and share them? (kind of assuming this one is a no). And are there any merchant resources available for Genesis 9 that I may have missed? Thanks in advance!
I'm not 100% sure on this one so you're better off writing in a ticket to DAZ and getting their official response.
Thank you! I appreciate you taking time to answer. I know you do a lot of skin stuff (which btw thank you for that as well because I have many of your assets and love them!) When you create your skin transitions is there a template you work with and/or just in another layer over the default essentiels skin in photoshop? (I've only ever edited skin files someone else created for my own use ).
Thanks for the support! I hand-paint with a tablet directly over the base character in substance painter. I only use photoshop for laying out stuff for promos and tweaking textures produced with Substance Painter.
Gen 9 Sharing What I've Created and Any Merchant Resources??FenixPhoenix said:
sunnyjei said:
Hi all :)
If I only use a default genesis 9 figure as my sculpt base can I share the morph I have created from that freely? (For example if I create an adam's apple morph, belly button, different nose shapes, or just different head shapes).
Yes, so long as you import the morph with reverse deformation so you aren't distributing the actual Genesis 9 Base Figure.
Also if I were to take the included essentials skins can I edit them in PS and share them? (kind of assuming this one is a no). And are there any merchant resources available for Genesis 9 that I may have missed? Thanks in advance!
I'm not 100% sure on this one so you're better off writing in a ticket to DAZ and getting their official response.
Thank you! I appreciate you taking time to answer. I know you do a lot of skin stuff (which btw thank you for that as well because I have many of your assets and love them!) When you create your skin transitions is there a template you work with and/or just in another layer over the default essentiels skin in photoshop? (I've only ever edited skin files someone else created for my own use ).
Gen 9 Sharing What I've Created and Any Merchant Resources??sunnyjei said:
Hi all :)
If I only use a default genesis 9 figure as my sculpt base can I share the morph I have created from that freely? (For example if I create an adam's apple morph, belly button, different nose shapes, or just different head shapes).
Yes, so long as you import the morph with reverse deformation so you aren't distributing the actual Genesis 9 Base Figure.
Also if I were to take the included essentials skins can I edit them in PS and share them? (kind of assuming this one is a no). And are there any merchant resources available for Genesis 9 that I may have missed? Thanks in advance!
I'm not 100% sure on this one so you're better off writing in a ticket to DAZ and getting their official response.
AR Pro vs MHX
With MHX I can use downloaded expressions from daz studio and FACS. With ARP these possibilities are lost. Or I just couldn't set it up properly.@Jovanni
Hi, if you import G8 via diffeo you can still use your Daz facial expressions & shape key/visemes and even load mimic lipsynch
after replacing the Daz body rig with an ARP rig.Problems with Ubersimple gems and glassActually, there are Props in the archive with the shader presets (Props/Ubersimple/Gems), the OBJ files are in another archive. Object files can show in Content Library if you map their folders in Other Import Formats.
Tried to import to Blender, can't find shape keys (Diffeo).I followed Krys Kryngle's videos and by using Shapekeys+ addon (free afaik) the morphs were already available there after diffeo import. Not sure about the custom ones I've added after the original import though, but the "database" scan part was all there.
Transfer mesh to ShapekeySorry, that's all I got :)
My workflow is to export an animated figure via Alembic with Sagan at base res, and import that into Marvelous designer. I simulate that and export the results to Blender via Alembic. I then import a higher res animation into Blender, again via Sagan, and lay it over the MD Alembic, and the results are always perfect.
I should point out that I haven't yet figured out how to retopo garments that are not native MD garments. There's got to be a way, but I haven't figured it out. Native MD garments are not a problem.
Hitchens: A DAZ Studio to Blender Live LinkPickle Renderer said:
TheMysteryIsThePoint said:
And even though the bone orientation of the feet is all messed up anyway (because that actorcore armature's bone orientations were different from the G8, and I haven't accounted for this yet is the back-to-daz script. The feet look fine in Blender.), the feet do slide because the bone proportions from the Hip down are different between the two armatures. But that is because the retarget script I use is not a real retargeter and just applies bone rotation constraints, with no math to correct for differences. I didn't bother to apply the Quick Rig IK and do the general work to fix it... that IK works was not what I was trying to demonstrate. The important point, though, is that the feet slide in DAZ in the exact same way the slide in Blender. Fix it in Blender and it is fixed in DAZ.
So what you're suggesting is if you make the animation natively in Blender, with a Simple Rig Daz character imported via. Diffeo, it probably will import back correctly without any loss of fidelity, after baking.
Not quite. The steps I did are those listed in the Youtube video. Diffeo is not involved at all. The precise steps I followed are listed in the Youtube video, nothing more nothing less.
If you wanted to keyframe the animation natively in Blender, the only difference is that instead of running the "pseudo retarget" script, you would use ARP's Quick Rig with the G8 preset I made, that seems to work suitably. The reason why it works is that Quick Rig's magic is that it can apply an IK rig to an existing armature without modifying it, so you have the best of both worlds: a world class IK rig and an armature that still matches the G8 armature exactly and so all the rotations are still correct and the result is no foot sliding, contact points match perfectly, etc...
And please note that I am not "suggesting" anything. You've seen it work now. The Quaternions that get sent back to DS are baked, so how they actually get calculated doesn't matter... it can be via constraints to a source armature or it can be from an IK rig, or a blend of the two. Once it's baked, it has no memory of its state before it was baked, and the Quaternions work back in DS.
After 4 years, I think I finally figured it out. The only real issues are:
1) When retargeting from mocap data, I haven't thought through what transformation is necessary when the source armature's orientation does not match the target armature's orientation. Hence the janky feet. This is not an issue if you keyframe with or without an IK rig.
2) I thought I had it licked, but the twist bones don't quite work like I thought. Notice that, say, the forearms look correct but there is extreme twisting around the elbows joints at extreme angles, even while the pose itself looks correct.
Hitchens: A DAZ Studio to Blender Live LinkTheMysteryIsThePoint said:
And even though the bone orientation of the feet is all messed up anyway (because that actorcore armature's bone orientations were different from the G8, and I haven't accounted for this yet is the back-to-daz script. The feet look fine in Blender.), the feet do slide because the bone proportions from the Hip down are different between the two armatures. But that is because the retarget script I use is not a real retargeter and just applies bone rotation constraints, with no math to correct for differences. I didn't bother to apply the Quick Rig IK and do the general work to fix it... that IK works was not what I was trying to demonstrate. The important point, though, is that the feet slide in DAZ in the exact same way the slide in Blender. Fix it in Blender and it is fixed in DAZ.
So what you're suggesting is if you make the animation natively in Blender, with a Simple Rig Daz character imported via. Diffeo, it probably will import back correctly without any loss of fidelity, after baking.
Hitchens: A DAZ Studio to Blender Live LinkPickle Renderer said:
That was back in Daz from Blender? I was paying close attention to the feet (no, I'm not one of those fetishist people). Looks amazing. She's not ice skating.
It was the animation exported back to DAZ so the JCMs would work, but then in order to render it, I exported it back to Blender via Sagan (which is Alembic) so that it is a pixel-perfect rendition of what was in DAZ Studio. So the comparison is fair.
And even though the bone orientation of the feet is all messed up anyway (because that actorcore armature's bone orientations were different from the G8, and I haven't accounted for this yet is the back-to-daz script. The feet look fine in Blender.), the feet do slide because the bone proportions from the Hip down are different between the two armatures. But that is because the retarget script I use is not a real retargeter and just applies bone rotation constraints, with no math to correct for differences. I didn't bother to apply the Quick Rig IK and do the general work to fix it... that IK works was not what I was trying to demonstrate. The important point, though, is that the feet slide in DAZ in the exact same way the slide in Blender. Fix it in Blender and it is fixed in DAZ.
I chose this particular animation because it was a case where even the Houdini retargeter that Alex wrote, that I'm sure calculated all the Eulers correctly, confused DAZ on import. I wanted to see if using Quaternions instead of Euler Angles would fix the problem. It did. Again, even that problem was a case of a generic tool that just doesn't speak "DAZ Studio" and a specific solution that understands DS's peculiarities is needed.
Hitchens: A DAZ Studio to Blender Live Linkwolf359 said:
These are not “Claims”

I made a 90 minute animated film using iclone motion exported as BVH to Daz StudioA Genesis 2 pose preset will NOT work on G8
that has long been established.
If you insist on using external Motion data on Genesis1- 8 to render in Daz studio, then you should consider buying an Autodesk MOBU sub or spending the $900 USD for Iclone 8 & CC4.So you've been using iClone motion exported as BVH in Daz Studio, but you can't have been using Genesis 3, 8, 8.1 or 9, because BVH doesn't import correctly for those, unless you're also doing something you haven't specified in your post. So let's be clear. Which Daz rigs are you applying your BVH to (1 or 2 I assume). And what are MOBU and iClone doing that none of the other options do? Mangling their FBX and BVH output to work with the Daz rig? What precisely are you doing to get animation onto later Daz rigs from these external packages?
The inevitable- G8-8.1 to G9 character/morph transfer script!mehdi.biz96 said:
hi everyone im actually fairly new to daz studio and i wanted to transfer a morph from a g8f figure to a g9f since i didnt find any script or plugin that automates this process i tried asking chatGPT since it can write code however i have no experience with daz scripts ( or python in general ) so im gonna share what i got from chatGPT if someone can tell if its usable or can be modified to work well
import os
import sys
import dson.dzdsonimporter as dzimp
import dson.dzdsonexporter as dzexp
import dson.dzdsonio as dzio
import dson.dzdsoncommon as dzcom
import dson.dzdsonutils as dzut
import dson.dzdsondata as dzdata
import dson.dzdsonconstants as dzconst
import dson.dzdsonmaterial as dzmat# Get references to the selected Genesis 8 and Genesis 9 figures
g8 = None
g9 = None
selection = dzcom.get_selection()
for node in selection:
if node.is_figure() and node.label() == "Genesis 8 Female":
g8 = node
elif node.is_figure() and node.label() == "Genesis 9 Female":
g9 = node# Check if both figures were selected
if g8 is None or g9 is None:
print("Please select both a Genesis 8 Female and a Genesis 9 Female figure before running the script.")
else:
# Get the file path for the morph to load
morph_path = dzio.get_file("Please select a morph to load onto " + g8.label() + ".", dzio.FileType.DSON, dzio.FileLoadType.OPEN)# Load the morph onto the Genesis 8 figure
if morph_path is not None:
g8.load_morph(morph_path)# Get the name of the loaded morph
morph_name = os.path.splitext(os.path.basename(morph_path))[0]# Transfer the morph to the Genesis 9 figure
g9.paste_morph(g8.morphs[morph_name], morph_name)print("Morph " + morph_name + " transferred from " + g8.label() + " to " + g9.label() + " successfully.")
else:
print("No morph selected. Script aborted.")This version of the script uses the
get_file()method to prompt the user to select a morph file to load onto the Genesis 8 figure. It then loads the selected morph onto the figure, gets the name of the loaded morph, and transfers it to the selected Genesis 9 figure using thepaste_morph()method.Again, please note that this is just an example script, and it may need to be modified or customized to work properly with your specific Daz Studio setup and workflow. Additionally, as with any script or plugin, it's always a good idea to test it on a backup copy of your scene data first.
ChatGPT continues to show the worth of AI - it's given you a Python script, apparently wildly guessing at function availability, but Daz Studio doesn't use Python.
The inevitable- G8-8.1 to G9 character/morph transfer script!hi everyone im actually fairly new to daz studio and i wanted to transfer a morph from a g8f figure to a g9f since i didnt find any script or plugin that automates this process i tried asking chatGPT since it can write code however i have no experience with daz scripts ( or python in general ) so im gonna share what i got from chatGPT if someone can tell if its usable or can be modified to work well
import os
import sys
import dson.dzdsonimporter as dzimp
import dson.dzdsonexporter as dzexp
import dson.dzdsonio as dzio
import dson.dzdsoncommon as dzcom
import dson.dzdsonutils as dzut
import dson.dzdsondata as dzdata
import dson.dzdsonconstants as dzconst
import dson.dzdsonmaterial as dzmat# Get references to the selected Genesis 8 and Genesis 9 figures
g8 = None
g9 = None
selection = dzcom.get_selection()
for node in selection:
if node.is_figure() and node.label() == "Genesis 8 Female":
g8 = node
elif node.is_figure() and node.label() == "Genesis 9 Female":
g9 = node# Check if both figures were selected
if g8 is None or g9 is None:
print("Please select both a Genesis 8 Female and a Genesis 9 Female figure before running the script.")
else:
# Get the file path for the morph to load
morph_path = dzio.get_file("Please select a morph to load onto " + g8.label() + ".", dzio.FileType.DSON, dzio.FileLoadType.OPEN)# Load the morph onto the Genesis 8 figure
if morph_path is not None:
g8.load_morph(morph_path)# Get the name of the loaded morph
morph_name = os.path.splitext(os.path.basename(morph_path))[0]# Transfer the morph to the Genesis 9 figure
g9.paste_morph(g8.morphs[morph_name], morph_name)print("Morph " + morph_name + " transferred from " + g8.label() + " to " + g9.label() + " successfully.")
else:
print("No morph selected. Script aborted.")This version of the script uses the
get_file()method to prompt the user to select a morph file to load onto the Genesis 8 figure. It then loads the selected morph onto the figure, gets the name of the loaded morph, and transfers it to the selected Genesis 9 figure using thepaste_morph()method.Again, please note that this is just an example script, and it may need to be modified or customized to work properly with your specific Daz Studio setup and workflow. Additionally, as with any script or plugin, it's always a good idea to test it on a backup copy of your scene data first.
Hitchens: A DAZ Studio to Blender Live LinkWhen you say "works with", do you mean can import animations back into Daz?
@Pickle Renderer
Yes as custom BVH files
That Daz store product (in the video I linked) for G9 was made with Autodesk MOBU
I know this because that Daz PA is a fellow member of the same private Daz studio animation Facebook group as I.
I seem to have lost track of the various claims here. Daz can import iClone animation (via. 3DX - which last time I looked at it was 32 bit and crashed a lot) and Daz can import Motion Builder animation? What I don't understand is how given they'll export in some standard formats like FBX that Daz doesn't "correctly" apply to its rig, or rather its rig is non-standard and there's no information about that outside of it.These are not “Claims”

I have been retargeting
Iclone motion to genesis figures since Genesis 1
I made a 90 minute animated film using iclone motion exported as BVH to Daz Studio
and then exported the actors from Daz studio to( my former) C4D for rendering
RL 3DX is gone and its retarget & BVH export functionality has been folded into the 64 bit Iclone 8 apparently
I still have my Old RL3DX6 which I rarely use as I have largely migrated away from the Reallusion eco system
and will not be buying anymore of their software.
I only use ARP rigged Characters (genesis & others) in Blender
ARPS retargeter is world class and allows me to leverage my huge archive of thousands of MIXAMO
and Iclone motion files inside blender as wel as Cascadure and even ragdoll FBX from my 20 year old Endorphin software.
OK I tried it. Genesis 2 export to Blender, imported back a quick animation, able to play it back no problem on the genesis 2 figure in Daz. Save Pose Preset, apply it to a Genesis 8 figure and it's completely wrong.
A Genesis 2 pose preset will NOT work on G8
that has long been established.
If you insist on using external Motion data on Genesis1- 8 to render in Daz studio, then you should consider buying an Autodesk MOBU sub or spending the $900 USD for Iclone 8 & CC4.Genesis 3 (Dev Load) ?Gator said:
OK, I am confused now, mentioned that you have the Genesis 8 Dev load. You could just delete the eyelashes on Genesis 3 and then and you're in the same boat as with Genesis 8. I mentioned bending the arms because I assumed you were making morphs for Genesis 9.
What are you trying to accomplish? Perhaps with that info can be of more help.
So, let's start from the beginning: I need to edit the body shape of a female figure in Blender. The one who made this model used DAZ Studio to have a base to work on and in this case, the base is Genesis 3 Female.
Since this is a heroine of a famous video game, I assume he used a software to extract the skin texture, eyes, hair etc. from the video game itself (unfortunately I'm not well informed about this sort of thing because for me are too complex).
He later ported it to Blender but didn't use Diffeomorphic for the import otherwise, if that were the case I wouldn't be here asking for help as I would have used Diffeomorphic to import a body morph from DAZ directly on the figure in Blender.
So I started looking elsewhere and someone told me that I could create an OBJ file with the body shape, import it into Blender and use it as a body morph.
Unfortunately, I haven't been able to do any of this because..
1) On Genesis 3 I have never been able to eliminate all the protrusions (eyelashes, eyebrows etc..) therefore, even if I could create an OBJ file I would never be able to use it for my purpose.
2) What would be imported into the OBJ would basically be a Genesis 3 Female and therefore, together with the body there would also be the head. In my case, however, the head of the figure on Blender must remain unchanged since what I have to change is only the shape of the body ..and that's it.
Since I couldn't do any of this, I decided to let it go and learn how to model and sculpt the figure directly on Blender, but the process requires time and above all.. knowledge! That's why I would have come in handy to use a ready-made morph..!
I could also show you a couple of reference images for you to understand what I intend to achieve but unfortunately I can not post them here because they are adult content.
And this is all :)Hitchens: A DAZ Studio to Blender Live LinkI seem to have lost track of the various claims here. Daz can import iClone animation (via. 3DX - which last time I looked at it was 32 bit and crashed a lot) and Daz can import Motion Builder animation? What I don't understand is how given they'll export in some standard formats like FBX that Daz doesn't "correctly" apply to its rig, or rather its rig is non-standard and there's no information about that outside of it.
EXPORTING HIGH POLY MORPHS TO CINEMA 4Dmikael-aronsson said:
FBX always export at base resolution, no HD or even high resolution meshes will be exported, you just get the crappy base resolution, you can subdivide after you import it into C4D though even if you will not get the same result as in DS
.
if you lock high resolution and export fbx it will export high rez with the morph .... it works with genesis 3 and it 's perfect when imported in c4d ...........;i didn't try genesis 8 or 9 but i will
Hitchens: A DAZ Studio to Blender Live Linkwolf359 said:
Nothing FREE perhaps.
one obvious paid solution( RL 3DX or Iclone 8) works with every Daz figure from M4/V4 to G8.1
and the other (MOBU) works for everything including genesis 9.
When you say "works with", do you mean can import animations back into Daz?









